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PhysicsDirectSpaceState2DExtension

Eredita: PhysicsDirectSpaceState2D < Object

Fornisce metodi virtuali che possono essere sovrascritti per creare implementazioni di PhysicsDirectSpaceState2D personalizzate.

Descrizione

Questa classe estende PhysicsDirectSpaceState2D fornendo ulteriori metodi virtuali che possono essere sovrascritti. Quando questi metodi sono sovrascritti, saranno chiamati al posto dei metodi interni del server di fisica.

Progettato per l'uso con GDExtension per creare implementazioni personalizzate di PhysicsDirectSpaceState2D.

Metodi

bool

_cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_closest_safe: float*, r_closest_unsafe: float*) virtual required

bool

_collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: void*, max_results: int, r_result_count: int32_t*) virtual required

int

_intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual required

bool

_intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, r_result: PhysicsServer2DExtensionRayResult*) virtual required

int

_intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_result: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual required

bool

_rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_rest_info: PhysicsServer2DExtensionShapeRestInfo*) virtual required

bool

is_body_excluded_from_query(body: RID) const


Descrizioni dei metodi

bool _cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_closest_safe: float*, r_closest_unsafe: float*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


bool _collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: void*, max_results: int, r_result_count: int32_t*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


int _intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


bool _intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, r_result: PhysicsServer2DExtensionRayResult*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


int _intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_result: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


bool _rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_rest_info: PhysicsServer2DExtensionShapeRestInfo*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


bool is_body_excluded_from_query(body: RID) const 🔗

There is currently no description for this method. Please help us by contributing one!